I had an opportunity to play this game for quite a few hours in VR. It was amazing :D. Despite the fact I get dizzy fairly easy it did not seem to trigger that response in me, so that's extra point in its favour. It offers great way to immerse yourself in the game while simultaneously not requiring you to basically make yourself a VR-room, so it seems like one of the perfect games for VR. I keep my fingers crossed that along with this development, more people will add color-blind options though, especially for Oculus and the like. When you see things like on a lower left square on this picture some games end-up being quite literally unplayable for me. Although I have to say that I started to see 'grains' on the VR display after a while and it got more and more annoying. Do you know what I'm talking about? It felt almost like a grid.I did play Elite Dangerous with a Rift at a party for 5 minutes once
Well, maybe that's on me and my wonky eyes ;). Either way, it was by no means troublesome. Elite Dangerous can get fast-paced enough to make you stop focusing on such banalities after all. Plus I was using a rather worn-out set that belongs to game-dev student group at my university, so maybe that could factor in with some artefacts. But, again, I'm not above agreeing that it could be entirely fault of my own eyes.I've never noticed any grains
Jaron Lanier was in my circle of friends when he invented a bunch of VR tech back in the 1980's and 90's. I got to go to his house, try the things out, work in booths for hardware companies that made graphics cards for his kind of stuff, etc. VR then was pretty dang simple, with wireframe models you could manipulate in the air, music you could play by waving your hands around (with appropriate gloves, of course), and all that. This woman I knew was a software engineer on the VR project and had also been in Playboy, so interacting with her in the VR space was a big draw at tradeshows, etc. You could toss a virtual ball back and forth, etc. Usual VR stuff, I guess. While the graphics may have improved, I still feel the current approach is just fundamentally flawed in some way. Even back then, the whole headset+outerwear approach just seemed like it was always going to provide a stilted, mechanistic feel, rather than ever feeling "natural" or "flowing." I still think that some day images will be projected or drawn directly on our retina or cornea, and mature sensors will sense our place and movement in space remotely, rather than requiring us to wear equipment. Some confluence of MoCap and LiDAR-on-a-chip, that is so pervasive our environments sense us, rather than us telling our environments what to do... ... the road to any sort of real, consumer-level, pervasive VR is apparently a long one.
Here's what I know: I have Five friends involved in VR for a living. As in, they're involved in startups at top levels fucking around with major players, NDAs, etc. I have ZERO friends who enjoy VR. I know a guy with two Oculii, one of which he hasn't even taken out of the box. I know another guy with a Google Cardboard rig he got bored with so he gave it to me. And I've messed around and every argument I've ever made against VR still holds true. There is far more excitement about VR from a generation standpoint than there is from a consumption standpoint. Everyone wants to make it, no one wants to suffer it. And that's a bad portent for the "future of entertainment."
If you're into VR, you've probably already seen this. Just in case you haven't, I've been watching this playlist by Jacksepticeye on the HTC Vive. That's the closest I'm come to VR. I really like the part when he goes into the gym Rec Room game